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/*
*
* This program is free software ; you can redistribute it and / or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation ; either version 2 of the License , or ( at
* your option ) any later version .
*
* This program is distributed in the hope that it will be useful , but
* WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
* General Public License for more details .
*
* You should have received a copy of the GNU General Public License
* along with this program ; if not , write to the Free Software Foundation ,
* Inc . , 59 Temple Place , Suite 330 , Boston , MA 02111 - 1307 USA
*
* In addition , as a special exception , the author gives permission to
* link the code of this program with the Half - Life Game Engine ( " HL
* Engine " ) and Modified Game Libraries ( " MODs " ) developed by Valve,
* L . L . C ( " Valve " ) . You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve . If you modify this file , you may extend this exception
* to your version of the file , but you are not obligated to do so . If
* you do not wish to do so , delete this exception statement from your
* version .
*
*/
# ifndef CONST_H
# define CONST_H
# ifdef _WIN32
# pragma once
# endif
// Max # of clients allowed in a server.
# define MAX_CLIENTS 32
// How many bits to use to encode an edict.
# define MAX_EDICT_BITS 11 // # of bits needed to represent max edicts
// Max # of edicts in a level (2048)
# define MAX_EDICTS BIT(MAX_EDICT_BITS)
// How many data slots to use when in multiplayer (must be power of 2)
# define MULTIPLAYER_BACKUP 64
// Same for single player
# define SINGLEPLAYER_BACKUP 8
//
// Constants shared by the engine and dlls
// This header file included by engine files and DLL files.
// Most came from server.h
// edict->flags
# define FL_FLY BIT(0) // Changes the SV_Movestep() behavior to not need to be on ground
# define FL_SWIM BIT(1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
# define FL_CONVEYOR BIT(2)
# define FL_CLIENT BIT(3)
# define FL_INWATER BIT(4)
# define FL_MONSTER BIT(5)
# define FL_GODMODE BIT(6)
# define FL_NOTARGET BIT(7)
# define FL_SKIPLOCALHOST BIT(8) // Don't send entity to local host, it's predicting this entity itself
# define FL_ONGROUND BIT(9) // At rest / on the ground
# define FL_PARTIALGROUND BIT(10) // not all corners are valid
# define FL_WATERJUMP BIT(11) // player jumping out of water
# define FL_FROZEN BIT(12) // Player is frozen for 3rd person camera
# define FL_FAKECLIENT BIT(13) // JAC: fake client, simulated server side; don't send network messages to them
# define FL_DUCKING BIT(14) // Player flag -- Player is fully crouched
# define FL_FLOAT BIT(15) // Apply floating force to this entity when in water
# define FL_GRAPHED BIT(16) // worldgraph has this ent listed as something that blocks a connection
// UNDONE: Do we need these?
# define FL_IMMUNE_WATER BIT(17)
# define FL_IMMUNE_SLIME BIT(18)
# define FL_IMMUNE_LAVA BIT(19)
# define FL_PROXY BIT(20) // This is a spectator proxy
# define FL_ALWAYSTHINK BIT(21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
# define FL_BASEVELOCITY BIT(22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
# define FL_MONSTERCLIP BIT(23) // Only collide in with monsters who have FL_MONSTERCLIP set
# define FL_ONTRAIN BIT(24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
# define FL_WORLDBRUSH BIT(25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
# define FL_SPECTATOR BIT(26) // This client is a spectator, don't run touch functions, etc.
# define FL_CUSTOMENTITY BIT(29) // This is a custom entity
# define FL_KILLME BIT(30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
# define FL_DORMANT BIT(31) // Entity is dormant, no updates to client
// SV_EmitSound2 flags
# define SND_EMIT2_NOPAS BIT(0) // never to do check PAS
# define SND_EMIT2_INVOKER BIT(1) // do not send to the client invoker
// Engine edict->spawnflags
# define SF_NOTINDEATHMATCH BIT(11) // Do not spawn when deathmatch and loading entities from a file
// Goes into globalvars_t.trace_flags
# define FTRACE_SIMPLEBOX BIT(0) // Traceline with a simple box
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// Custom flags that we can retrive in pfnShouldCollide
// Starting from BIT(16) to reserve space for more flags for Engine
# define FTRACE_BULLET BIT(16)
# define FTRACE_FLASH BIT(17)
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# define FTRACE_KNIFE BIT(18)
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// walkmove modes
# define WALKMOVE_NORMAL 0 // normal walkmove
# define WALKMOVE_WORLDONLY 1 // doesn't hit ANY entities, no matter what the solid type
# define WALKMOVE_CHECKONLY 2 // move, but don't touch triggers
// edict->movetype values
# define MOVETYPE_NONE 0 // never moves
//#define MOVETYPE_ANGLENOCLIP 1
//#define MOVETYPE_ANGLECLIP 2
# define MOVETYPE_WALK 3 // Player only - moving on the ground
# define MOVETYPE_STEP 4 // gravity, special edge handling -- monsters use this
# define MOVETYPE_FLY 5 // No gravity, but still collides with stuff
# define MOVETYPE_TOSS 6 // gravity/collisions
# define MOVETYPE_PUSH 7 // no clip to world, push and crush
# define MOVETYPE_NOCLIP 8 // No gravity, no collisions, still do velocity/avelocity
# define MOVETYPE_FLYMISSILE 9 // extra size to monsters
# define MOVETYPE_BOUNCE 10 // Just like Toss, but reflect velocity when contacting surfaces
# define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
# define MOVETYPE_FOLLOW 12 // track movement of aiment
# define MOVETYPE_PUSHSTEP 13 // BSP model that needs physics/world collisions (uses nearest hull for world collision)
// edict->solid values
// NOTE: Some movetypes will cause collisions independent of SOLID_NOT/SOLID_TRIGGER when the entity moves
// SOLID only effects OTHER entities colliding with this one when they move - UGH!
# define SOLID_NOT 0 // no interaction with other objects
# define SOLID_TRIGGER 1 // touch on edge, but not blocking
# define SOLID_BBOX 2 // touch on edge, block
# define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
# define SOLID_BSP 4 // bsp clip, touch on edge, block
// edict->deadflag values
# define DEAD_NO 0 // alive
# define DEAD_DYING 1 // playing death animation or still falling off of a ledge waiting to hit ground
# define DEAD_DEAD 2 // dead. lying still.
# define DEAD_RESPAWNABLE 3 // do respawn the entity
# define DEAD_DISCARDBODY 4
# define DAMAGE_NO 0
# define DAMAGE_YES 1
# define DAMAGE_AIM 2
// edict->effects values
# define EF_BRIGHTFIELD BIT(0) // swirling cloud of particles
# define EF_MUZZLEFLASH BIT(1) // single frame ELIGHT on entity attachment 0
# define EF_BRIGHTLIGHT BIT(2) // DLIGHT centered at entity origin
# define EF_DIMLIGHT BIT(3) // player flashlight
# define EF_INVLIGHT BIT(4) // get lighting from ceiling
# define EF_NOINTERP BIT(5) // don't interpolate the next frame
# define EF_LIGHT BIT(6) // rocket flare glow sprite
# define EF_NODRAW BIT(7) // don't draw entity
# define EF_NIGHTVISION BIT(8) // player nightvision
# define EF_SNIPERLASER BIT(9) // sniper laser effect
# define EF_FIBERCAMERA BIT(10) // fiber camera
# define EF_FORCEVISIBILITY BIT(11) // force visibility
# define EF_OWNER_VISIBILITY BIT(12) // visibility for owner
# define EF_OWNER_NO_VISIBILITY BIT(13) // no visibility for owner
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# define EF_NOSLERP BIT(14) // no slerp flag for this entity (addtofullpack)
# define EF_FOLLOWKEEPRENDER BIT(15) // the entity following will not copy the render (like it follows nothing)
// Custom flags that aren't handled by the client
# define EF_CUSTOM_BITS (EF_FORCEVISIBILITY | EF_OWNER_VISIBILITY | EF_OWNER_NO_VISIBILITY | EF_NOSLERP | EF_FOLLOWKEEPRENDER)
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// state->eflags values
# define EFLAG_SLERP 1 // do studio interpolation of this entity
//
// temp entity events
//
# define TE_BEAMPOINTS 0 // beam effect between two points
// coord coord coord (start position)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
# define TE_BEAMENTPOINT 1 // beam effect between point and entity
// short (start entity)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
# define TE_GUNSHOT 2 // particle effect plus ricochet sound
// coord coord coord (position)
# define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
// byte (flags)
//
// The Explosion effect has some flags to control performance/aesthetic features:
# define TE_EXPLFLAG_NONE 0 // all flags clear makes default Half-Life explosion
# define TE_EXPLFLAG_NOADDITIVE 1 // sprite will be drawn opaque (ensure that the sprite you send is a non-additive sprite)
# define TE_EXPLFLAG_NODLIGHTS 2 // do not render dynamic lights
# define TE_EXPLFLAG_NOSOUND 4 // do not play client explosion sound
# define TE_EXPLFLAG_NOPARTICLES 8 // do not draw particles
# define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound
// coord coord coord (position)
# define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
# define TE_TRACER 6 // tracer effect from point to point
// coord, coord, coord (start)
// coord, coord, coord (end)
# define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters
// coord, coord, coord (start)
// coord, coord, coord (end)
// byte (life in 0.1's)
// byte (width in 0.1's)
// byte (amplitude in 0.01's)
// short (sprite model index)
# define TE_BEAMENTS 8
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
# define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite
// coord coord coord (position)
# define TE_LAVASPLASH 10 // Quake1 lava splash
// coord coord coord (position)
# define TE_TELEPORT 11 // Quake1 teleport splash
// coord coord coord (position)
# define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound
// coord coord coord (position)
// byte (starting color)
// byte (num colors)
# define TE_BSPDECAL 13 // Decal from the .BSP file
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// short (texture index of precached decal texture name)
// short (entity index)
// [optional - only included if previous short is non-zero (not the world)] short (index of model of above entity)
# define TE_IMPLOSION 14 // tracers moving toward a point
// coord, coord, coord (position)
// byte (radius)
// byte (count)
// byte (life in 0.1's)
# define TE_SPRITETRAIL 15 // line of moving glow sprites with gravity, fadeout, and collisions
// coord, coord, coord (start)
// coord, coord, coord (end)
// short (sprite index)
// byte (count)
// byte (life in 0.1's)
// byte (scale in 0.1's)
// byte (velocity along vector in 10's)
// byte (randomness of velocity in 10's)
# define TE_BEAM 16 // obsolete
# define TE_SPRITE 17 // additive sprite, plays 1 cycle
// coord, coord, coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (brightness)
# define TE_BEAMSPRITE 18 // A beam with a sprite at the end
// coord, coord, coord (start position)
// coord, coord, coord (end position)
// short (beam sprite index)
// short (end sprite index)
# define TE_BEAMTORUS 19 // screen aligned beam ring, expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
# define TE_BEAMDISK 20 // disk that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
# define TE_BEAMCYLINDER 21 // cylinder that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
# define TE_BEAMFOLLOW 22 // create a line of decaying beam segments until entity stops moving
// short (entity:attachment to follow)
// short (sprite index)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte,byte,byte (color)
// byte (brightness)
# define TE_GLOWSPRITE 23
// coord, coord, coord (pos) short (model index) byte (scale / 10)
# define TE_BEAMRING 24 // connect a beam ring to two entities
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
# define TE_STREAK_SPLASH 25 // oriented shower of tracers
// coord coord coord (start position)
// coord coord coord (direction vector)
// byte (color)
// short (count)
// short (base speed)
// short (ramdon velocity)
# define TE_BEAMHOSE 26 // obsolete
# define TE_DLIGHT 27 // dynamic light, effect world, minor entity effect
// coord, coord, coord (pos)
// byte (radius in 10's)
// byte byte byte (color)
// byte (brightness)
// byte (life in 10's)
// byte (decay rate in 10's)
# define TE_ELIGHT 28 // point entity light, no world effect
// short (entity:attachment to follow)
// coord coord coord (initial position)
// coord (radius)
// byte byte byte (color)
// byte (life in 0.1's)
// coord (decay rate)
# define TE_TEXTMESSAGE 29
// short 1.2.13 x (-1 = center)
// short 1.2.13 y (-1 = center)
// byte Effect 0 = fade in/fade out
// 1 is flickery credits
// 2 is write out (training room)
// 4 bytes r,g,b,a color1 (text color)
// 4 bytes r,g,b,a color2 (effect color)
// ushort 8.8 fadein time
// ushort 8.8 fadeout time
// ushort 8.8 hold time
// optional ushort 8.8 fxtime (time the highlight lags behing the leading text in effect 2)
// string text message (512 chars max sz string)
# define TE_LINE 30
// coord, coord, coord (startpos)
// coord, coord, coord (endpos)
// short life in 0.1 s
// 3 bytes r, g, b
# define TE_BOX 31
// coord, coord, coord (boxmins)
// coord, coord, coord (boxmaxs)
// short life in 0.1 s
// 3 bytes r, g, b
# define TE_KILLBEAM 99 // kill all beams attached to entity
// short (entity)
# define TE_LARGEFUNNEL 100
// coord coord coord (funnel position)
// short (sprite index)
// short (flags)
# define TE_BLOODSTREAM 101 // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)
# define TE_SHOWLINE 102 // line of particles every 5 units, dies in 30 seconds
// coord coord coord (start position)
// coord coord coord (end position)
# define TE_BLOOD 103 // particle spray
// coord coord coord (start position)
// coord coord coord (spray vector)
// byte (color)
// byte (speed)
# define TE_DECAL 104 // Decal applied to a brush entity (not the world)
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)
// short (entity index)
# define TE_FIZZ 105 // create alpha sprites inside of entity, float upwards
// short (entity)
// short (sprite index)
// byte (density)
# define TE_MODEL 106 // create a moving model that bounces and makes a sound when it hits
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// angle (initial yaw)
// short (model index)
// byte (bounce sound type)
// byte (life in 0.1's)
# define TE_EXPLODEMODEL 107 // spherical shower of models, picks from set
// coord, coord, coord (origin)
// coord (velocity)
// short (model index)
// short (count)
// byte (life in 0.1's)
# define TE_BREAKMODEL 108 // box of models or sprites
// coord, coord, coord (position)
// coord, coord, coord (size)
// coord, coord, coord (velocity)
// byte (random velocity in 10's)
// short (sprite or model index)
// byte (count)
// byte (life in 0.1 secs)
// byte (flags)
# define TE_GUNSHOTDECAL 109 // decal and ricochet sound
// coord, coord, coord (position)
// short (entity index???)
// byte (decal???)
# define TE_SPRITE_SPRAY 110 // spay of alpha sprites
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (sprite index)
// byte (count)
// byte (speed)
// byte (noise)
# define TE_ARMOR_RICOCHET 111 // quick spark sprite, client ricochet sound.
// coord, coord, coord (position)
// byte (scale in 0.1's)
# define TE_PLAYERDECAL 112 // ???
// byte (playerindex)
// coord, coord, coord (position)
// short (entity???)
// byte (decal number???)
// [optional] short (model index???)
# define TE_BUBBLES 113 // create alpha sprites inside of box, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)
# define TE_BUBBLETRAIL 114 // create alpha sprites along a line, float upwards
// coord, coord, coord (min start position)
// coord, coord, coord (max start position)
// coord (float height)
// short (model index)
// byte (count)
// coord (speed)
# define TE_BLOODSPRITE 115 // spray of opaque sprite1's that fall, single sprite2 for 1..2 secs (this is a high-priority tent)
// coord, coord, coord (position)
// short (sprite1 index)
// short (sprite2 index)
// byte (color)
// byte (scale)
# define TE_WORLDDECAL 116 // Decal applied to the world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name)
# define TE_WORLDDECALHIGH 117 // Decal (with texture index > 256) applied to world brush
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)
# define TE_DECALHIGH 118 // Same as TE_DECAL, but the texture index was greater than 256
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// byte (texture index of precached decal texture name - 256)
// short (entity index)
# define TE_PROJECTILE 119 // Makes a projectile (like a nail) (this is a high-priority tent)
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// short (modelindex)
// byte (life)
// byte (owner) projectile won't collide with owner (if owner == 0, projectile will hit any client).
# define TE_SPRAY 120 // Throws a shower of sprites or models
// coord, coord, coord (position)
// coord, coord, coord (direction)
// short (modelindex)
// byte (count)
// byte (speed)
// byte (noise)
// byte (rendermode)
# define TE_PLAYERSPRITES 121 // sprites emit from a player's bounding box (ONLY use for players!)
// byte (playernum)
// short (sprite modelindex)
// byte (count)
// byte (variance) (0 = no variance in size) (10 = 10% variance in size)
# define TE_PARTICLEBURST 122 // very similar to lavasplash.
// coord (origin)
// short (radius)
// byte (particle color)
// byte (duration * 10) (will be randomized a bit)
# define TE_FIREFIELD 123 // makes a field of fire.
// coord (origin)
// short (radius) (fire is made in a square around origin. -radius, -radius to radius, radius)
// short (modelindex)
// byte (count)
// byte (flags)
// byte (duration (in seconds) * 10) (will be randomized a bit)
//
// to keep network traffic low, this message has associated flags that fit into a byte:
# define TEFIRE_FLAG_ALLFLOAT 1 // all sprites will drift upwards as they animate
# define TEFIRE_FLAG_SOMEFLOAT 2 // some of the sprites will drift upwards. (50% chance)
# define TEFIRE_FLAG_LOOP 4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
# define TEFIRE_FLAG_ALPHA 8 // if set, sprite is rendered alpha blended at 50% else, opaque
# define TEFIRE_FLAG_PLANAR 16 // if set, all fire sprites have same initial Z instead of randomly filling a cube.
# define TEFIRE_FLAG_ADDITIVE 32 // if set, sprite is rendered non-opaque with additive
# define TE_PLAYERATTACHMENT 124 // attaches a TENT to a player (this is a high-priority tent)
// byte (entity index of player)
// coord (vertical offset) (attachment origin.z = player origin.z + vertical offset)
// short (model index)
// short (life * 10)
# define TE_KILLPLAYERATTACHMENTS 125 // will expire all TENTS attached to a player.
// byte (entity index of player)
# define TE_MULTIGUNSHOT 126 // much more compact shotgun message
// This message is used to make a client approximate a 'spray' of gunfire.
// Any weapon that fires more than one bullet per frame and fires in a bit of a spread is
// a good candidate for MULTIGUNSHOT use. (shotguns)
//
// NOTE: This effect makes the client do traces for each bullet, these client traces ignore
// entities that have studio models.Traces are 4096 long.
//
// coord (origin)
// coord (origin)
// coord (origin)
// coord (direction)
// coord (direction)
// coord (direction)
// coord (x noise * 100)
// coord (y noise * 100)
// byte (count)
// byte (bullethole decal texture index)
# define TE_USERTRACER 127 // larger message than the standard tracer, but allows some customization.
// coord (origin)
// coord (origin)
// coord (origin)
// coord (velocity)
// coord (velocity)
// coord (velocity)
// byte (life * 10)
// byte (color) this is an index into an array of color vectors in the engine. (0 -)
// byte (length * 10)
# define MSG_BROADCAST 0 // unreliable to all
# define MSG_ONE 1 // reliable to one (msg_entity)
# define MSG_ALL 2 // reliable to all
# define MSG_INIT 3 // write to the init string
# define MSG_PVS 4 // Ents in PVS of org
# define MSG_PAS 5 // Ents in PAS of org
# define MSG_PVS_R 6 // Reliable to PVS
# define MSG_PAS_R 7 // Reliable to PAS
# define MSG_ONE_UNRELIABLE 8 // Send to one client, but don't put in reliable stream, put in unreliable datagram ( could be dropped )
# define MSG_SPEC 9 // Sends to all spectator proxies
// contents of a spot in the world
# define CONTENTS_EMPTY -1
# define CONTENTS_SOLID -2
# define CONTENTS_WATER -3
# define CONTENTS_SLIME -4
# define CONTENTS_LAVA -5
# define CONTENTS_SKY -6
# define CONTENTS_LADDER -16
# define CONTENT_FLYFIELD -17
# define CONTENT_GRAVITY_FLYFIELD -18
# define CONTENT_FOG -19
# define CONTENT_EMPTY -1
# define CONTENT_SOLID -2
# define CONTENT_WATER -3
# define CONTENT_SLIME -4
# define CONTENT_LAVA -5
# define CONTENT_SKY -6
// channels
# define CHAN_AUTO 0
# define CHAN_WEAPON 1
# define CHAN_VOICE 2
# define CHAN_ITEM 3
# define CHAN_BODY 4
# define CHAN_STREAM 5 // allocate stream channel from the static or dynamic area
# define CHAN_STATIC 6 // allocate channel from the static area
# define CHAN_NETWORKVOICE_BASE 7 // voice data coming across the network
# define CHAN_NETWORKVOICE_END 500 // network voice data reserves slots (CHAN_NETWORKVOICE_BASE through CHAN_NETWORKVOICE_END).
# define CHAN_BOT 501 // channel used for bot chatter.
// attenuation values
# define ATTN_NONE 0
# define ATTN_NORM 0.8f
# define ATTN_IDLE 2.0f
# define ATTN_STATIC 1.25f
// pitch values
# define PITCH_NORM 100 // non-pitch shifted
# define PITCH_LOW 95 // other values are possible - 0-255, where 255 is very high
# define PITCH_HIGH 120
// volume values
# define VOL_NORM 1.0f
// buttons
# ifndef IN_BUTTONS_H
# include "in_buttons.h"
# endif
// Break Model Defines
# define BREAK_TYPEMASK 0x4F
# define BREAK_GLASS 0x01
# define BREAK_METAL 0x02
# define BREAK_FLESH 0x04
# define BREAK_WOOD 0x08
# define BREAK_SMOKE 0x10
# define BREAK_TRANS 0x20
# define BREAK_CONCRETE 0x40
# define BREAK_2 0x80
// Colliding temp entity sounds
# define BOUNCE_GLASS BREAK_GLASS
# define BOUNCE_METAL BREAK_METAL
# define BOUNCE_FLESH BREAK_FLESH
# define BOUNCE_WOOD BREAK_WOOD
# define BOUNCE_SHRAP 0x10
# define BOUNCE_SHELL 0x20
# define BOUNCE_CONCRETE BREAK_CONCRETE
# define BOUNCE_SHOTSHELL 0x80
// Temp entity bounce sound types
# define TE_BOUNCE_NULL 0
# define TE_BOUNCE_SHELL 1
# define TE_BOUNCE_SHOTSHELL 2
// Rendering constants
enum
{
kRenderNormal , // src
kRenderTransColor , // c*a+dest*(1-a)
kRenderTransTexture , // src*a+dest*(1-a)
kRenderGlow , // src*a+dest -- No Z buffer checks
kRenderTransAlpha , // src*srca+dest*(1-srca)
kRenderTransAdd , // src*a+dest
} ;
enum
{
kRenderFxNone = 0 ,
kRenderFxPulseSlow ,
kRenderFxPulseFast ,
kRenderFxPulseSlowWide ,
kRenderFxPulseFastWide ,
kRenderFxFadeSlow ,
kRenderFxFadeFast ,
kRenderFxSolidSlow ,
kRenderFxSolidFast ,
kRenderFxStrobeSlow ,
kRenderFxStrobeFast ,
kRenderFxStrobeFaster ,
kRenderFxFlickerSlow ,
kRenderFxFlickerFast ,
kRenderFxNoDissipation ,
kRenderFxDistort , // Distort/scale/translate flicker
kRenderFxHologram , // kRenderFxDistort + distance fade
kRenderFxDeadPlayer , // kRenderAmt is the player index
kRenderFxExplode , // Scale up really big!
kRenderFxGlowShell , // Glowing Shell
kRenderFxClampMinScale , // Keep this sprite from getting very small (SPRITES only!)
kRenderFxLightMultiplier , // CTM !!!CZERO added to tell the studiorender that the value in iuser2 is a lightmultiplier
} ;
typedef struct
{
byte r , g , b ;
} color24 ;
typedef struct
{
unsigned r , g , b , a ;
} colorVec ;
# ifdef _WIN32
# pragma pack(push, 2)
# endif
typedef struct
{
unsigned short r , g , b , a ;
} PackedColorVec ;
# ifdef _WIN32
# pragma pack(pop)
# endif
typedef struct link_s
{
struct link_s * prev , * next ;
} link_t ;
typedef struct edict_s edict_t ;
typedef struct
{
vec3_t normal ;
float dist ;
} plane_t ;
typedef struct
{
qboolean allsolid ; // if true, plane is not valid
qboolean startsolid ; // if true, the initial point was in a solid area
qboolean inopen , inwater ;
float fraction ; // time completed, 1.0 = didn't hit anything
vec3_t endpos ; // final position
plane_t plane ; // surface normal at impact
edict_t * ent ; // entity the surface is on
int hitgroup ; // 0 == generic, non zero is specific body part
} trace_t ;
# endif // CONST_H